Moar Units Mod

MOAR Units Mod 1.2

The update's looking good, I really fancy the Marine's white uniforms - properly Bourbon French. :)

Maybe we could see some extra units for Poland as well? Had a couple ideas:

- Chosen Infantry (or Haiduk, but that's more of a Balkan term); maybe a Musketman replacement; could use a recoloured body of a Janissary from the Polish scenario and some flat hat or skullcap. http://grafik.rp.pl/g4a/607973,251405,9.jpg
- National Cavalry (or Uhlan, but it's a more generic term); industrial cavalry unit; could use Cavalry body and Cossack's hat and use a lance instead of a rifle. Unless there is a way to make a Redcoat's reskinned body work on horseback? https://dobroni.pl/foto_user/259-2523.jpg (Uhlan for comparison: http://www.marekszyszko.com/wp-content/uploads/2016/02/76-polski-ulan.jpg)

I am still hoping for some free time to help out with new flag icons for your units. Given the amount you're adding, it'll be quite a task, but I'm looking forward to doing them at some point, within the next few weeks.
 
I am still hoping for some free time to help out with new flag icons for your units. Given the amount you're adding, it'll be quite a task, but I'm looking forward to doing them at some point, within the next few weeks.

New flag icons would be absolutely awesome!
 
@Deliverator
I can't find where to create Shigong and Medicine man when civil trees and barracks are completed.

You should be able to build the Shigong in a city that has a Barracks and a Medicine Man in a city that has a Shrine once the relevant Civics have been researched. Unless something isn't working right.
 
City state gives quest to build Bandeirante though I am playing Sumeria :D bit unfair :D
 
The Mughal Sowar unit doesn't have horses a strategic resource prerequisition. Seems like an oversight since they're riding on horses...

A lot of unique units dont have iron/horse requirements because it sucks if you have a nation with an early unique unit and there are no strategic recourses nearby. Like the legions from rome in civ 5.
I dont think it is an oversight.
 
You should be able to build the Shigong in a city that has a Barracks and a Medicine Man in a city that has a Shrine once the relevant Civics have been researched. Unless something isn't working right.

From my testing this is working in that you need a Barracks before you can build a Shigong but apparently NumSupported = 1 in Unit_BuildingPrereqs isn't doing what I thought it was doing. I expected that it would mean that one Barracks allows one Shigong to be built but it seems I can build more than one Shigong once I have a Barracks in a city.
City state gives quest to build Bandeirante though I am playing Sumeria :D bit unfair :D

Not sure how to prevent that from happening. Anyone any ideas on how to stop this?

The Mughal Sowar unit doesn't have horses a strategic resource prerequisition. Seems like an oversight since they're riding on horses...

That was deliberate but I'm not sure about it. The Sowar is a Knight replacement and the Knight actually requires Iron rather than Horses. I would like to come up with a more interesting ability for the Sowar than just "stronger than Knight with no Strategic resource required". Anyone have any ideas of something historically appropriate?
 
- Chosen Infantry (or Haiduk, but that's more of a Balkan term); maybe a Musketman replacement; could use a recoloured body of a Janissary from the Polish scenario and some flat hat or skullcap. http://grafik.rp.pl/g4a/607973,251405,9.jpg

This should be doable. I've tested using unit graphic from the DLC in a mod and it can be done with minor hack to the DLC modinfo.

- National Cavalry (or Uhlan, but it's a more generic term); industrial cavalry unit; could use Cavalry body and Cossack's hat and use a lance instead of a rifle. Unless there is a way to make a Redcoat's reskinned body work on horseback? https://dobroni.pl/foto_user/259-2523.jpg (Uhlan for comparison: http://www.marekszyszko.com/wp-content/uploads/2016/02/76-polski-ulan.jpg)

I like the concept but it might be tricky to create a unique graphic for it. Each Armor is fixed to an animation sets so it isn't possible to have the Cavalry body use a lance or put the Redcoat on horseback unfortunately. This is one of the main things that makes the attachment system quite limited.

I am still hoping for some free time to help out with new flag icons for your units. Given the amount you're adding, it'll be quite a task, but I'm looking forward to doing them at some point, within the next few weeks.

That would be great. The Test of Time mod has added some custom icon atlases so it shouldn't be too difficult to work out the correct format for units. I'm not planning on adding more than 3 UUs per Civ but I have a few ideas for non-unique units plus some tweaks and changes. It would also be good to add extensions for Poland and the Aztecs.
 
That was deliberate but I'm not sure about it. The Sowar is a Knight replacement and the Knight actually requires Iron rather than Horses. I would like to come up with a more interesting ability for the Sowar than just "stronger than Knight with no Strategic resource required". Anyone have any ideas of something historically appropriate?
Ok. It just made me wonder, because every other Knight replacement seemed to have a strategic resource required (Amazon, Gendarme). Granted, they have iron instead of horses though.

I've noticed this because I was adapting the Strategic Resource mod for MOAR units. With it you can build all units even without the necessary strategic resources (a little bit weaker), but the units will gain back their original strength if you have that resource available. For Knights this would actually be Iron + Horses, so the basic unit is 10 points weaker, but it will gain +5 if you have Iron and another +5 if you have Horses. This is quite a nice synergy with the Mughal, it doesn't require Iron so it's only 5 points weaker if there are no Horses available, making it 5 points stronger than a basic Knight unit without resources.
 
I like the concept but it might be tricky to create a unique graphic for it. Each Armor is fixed to an animation sets so it isn't possible to have the Cavalry body use a lance or put the Redcoat on horseback unfortunately. This is one of the main things that makes the attachment system quite limited.

I see - I was just firing blindly, hoping the idea could work. In any case, it's just a unit concept at this point. I'll try and look up some other possible units, for medieval or industrial era, maybe early modern.

For information era, there is always hte PT-91 main battle tank: http://www.smartage.pl/wp-content/uploads/2015/03/2961-1078x516.jpg In reality it's just a modernised T-72 with reactive armour and some nifty stuff added, so could use the base Modern Armor model without much discrepancy; just make sure it's green. ;)
 
First off I want to say I just love the work that has been done here. Anything that makes each Civ more unique is aces in my book. With that being said I am just a touch confused by the Kongolese Medicine Man. It replaces the medic and requires a shrine to build. With the Kongo being unable to build a holy site of their own the only way they would have access to shrines is to capture other cities. Yet I don't even know if they retain the holy site after taking a city. Is it intended that if I want to use Medicine Men as the Kongo I must be actively pursuing the capture of cities? Where most unique units have been made to be available easier (no strategic resource requirement) this seems like a move in the opposite direction. Personally noting feels worse that being denied access to a unique unit because I'm not playing a specific way or don't have access to the right resources.
 
Just wanted to post after much hard testing over the span of 2 weeks i have come to realize if you have this mod installed with a combination of modern buildings and player spawn mods (a mod that allows you to spawn with extra scouts and settlers). That it will cause 2 of 3 issues with the game and may or may not be game breaking depending on your luck of the draw. One: (annoying but not game breaking) You will be unable to claim or view the great people screen and be forced to hit cntrl+shift+enter to proceed to the next turn, as the claim great person button will prevent from proceeding till you have claimed a great person (which is impossible). Two: (game breaking) the game will crash once you reach the industrial era or in rare cases the modern era, and will continue to crash the game whenever the save or a previous one reaches a certain point between the industrial era and modern era. Third: (annoying but workable) All units once entering water after the tech of battleship is learned will change their appearance to be builders instead of their respective models. Now I may be wrong as i see this mod was updated recently and it may no longer be an issue, but just in case anyone was having the same issues i have and is looking for answers I would make this post just o be on the safe side.

edit: Forgot to mention the cause or at least one of the main issues i discovered is based on the issue of stacking uints, anything that stacks units based following the winter update has created an issue with mods in general.
 
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First off I want to say I just love the work that has been done here. Anything that makes each Civ more unique is aces in my book. With that being said I am just a touch confused by the Kongolese Medicine Man. It replaces the medic and requires a shrine to build. With the Kongo being unable to build a holy site of their own the only way they would have access to shrines is to capture other cities. Yet I don't even know if they retain the holy site after taking a city. Is it intended that if I want to use Medicine Men as the Kongo I must be actively pursuing the capture of cities? Where most unique units have been made to be available easier (no strategic resource requirement) this seems like a move in the opposite direction. Personally noting feels worse that being denied access to a unique unit because I'm not playing a specific way or don't have access to the right resources.

Doh! Yeah you're right Kongo can't build Holy Sites or Shrines. I'll probably just increase the cost a bit instead. I just don't want it to be too easy to build lots of them.
 
I got your units to display at the Setup Screen:

Screenshot%202017-01-05%2017.12.15.png


Attached the files to this post. You need to add this to your Modinfo for it to work:-
Code:
   <Settings>
       <Icons id="MOAR_ICON_SETTING">
           <Items>
               <File>Data/MOAR_Units_Icons_Config.xml</File>
           </Items>
       </Icons>
       <Custom id="MOAR_SETTING">
           <Items>
               <File>Data/MOAR_Units_Config.xml</File>
           </Items>
       </Custom>
       <LocalizedText id="MOAR_SETTING_TEXT">
           <Items>
               <File>Data/MOAR_Units_Config_Text.xml</File>
           </Items>
       </LocalizedText>
   </Settings>

Only works with DEFAULT icons. ATM we can not get the configuration database to display custom icons that are in dds files. We need to update the Icon.blp's to have custom icons display at game setup (out of our reach atm).
 

Attachments

FYI you can alter the display order by editing/updating the SortIndex numbers in the PlayerItems table. (10 is first 40 or more is last)
 
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